21 lines
491 B
GLSL
21 lines
491 B
GLSL
uniform float frequency;
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uniform float intensity;
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uniform float evolution;
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uniform bool vertical;
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vec4 process(vec4 col) {
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float x = v_texcoord.x;
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float y = v_texcoord.y;
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if (vertical) {
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x -= sin((v_texcoord.y-(evolution*0.01))*frequency)*intensity*0.01;
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} else {
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y -= sin((v_texcoord.x-(evolution*0.01))*frequency)*intensity*0.01;
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}
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if (y < 0.0 || y > 1.0 || x < 0.0 || x > 1.0) {
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return vec4(0.0);
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} else {
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return texture2D(texture, vec2(x, y));
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}
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} |